Turn 4. We've got contacts!Hahaha I am awesome
Did I go to the lookout?
Go to lookout if necessary, then heal Jiharo
[3]: You slap him a bit. He does not wake up.
Start sniping enemies as soon as I can
(I almost missed your turn, please bold it next time)
[1]: You fumble around.
Apparently it's quite easy to misplace a super laser. Slightly deterred, I duck behind cover and wait quietly until there is something for me to shoot.
[5]: You duck for cover, and find your super laser!
Get to a spot where I can shot at them.
Leave roll [2]: You fail to leave, goddamn
grenades!
[5]: You find the
BEST SPOT EVER!!! And then proceed to shoot at the pods.
Aim [6+1+2=
9]: You shoot randomly into the sky instead.
Luck [4]:
You destroy a goddamn cruiser!If anyone tries coming through the entrance, I'll open up with my SMG. However, if anyone needs assistance, I'll head over to help.
[5]: Noticing Jiharo on the floor you give Jiharo the two worst slaps he will ever have for the rest of his life, he wakes up.
Dream of kittens.
[5]: Not wanting to get slapped like that again you don't fall asleep again, you accidentally fire your battlerifle at the pods.
Luck [1]: You fail and nearly hit RedWarrior.
Call all men to the front perimeter, combat distance 100 feet!
[4] You stand around and call orders, though your men seem to be doing fine on their own, you decide to fire at a drop pod.
Aim [1+1=2]: No, no way you are going to hit that.
HEad to the armory and try and find some armor.
[5]: You head to the armory,
you know what you want.Search [2+1=3]: You find a Ballistic vest,
it's not going to last long though.Moan about stupid buttons AND TRY AGAIN.
[3-1=2]: You fail to move, at least you're not getting shocked again.
NPC rolls.Friendly.Anti-aircraft roll:[3]: They wipe out half of the third wave.
Enemy.Droppod roll:[3]: fourth wave is as large as the third wave.
Droppod wave three land:[auto success]:
Wave three on the ground!
Leader.
Role: Commanding the squad.
Armament: One Battlerifle, one SMG.
Health: Normal.
In the lookout.
Sniper.
Role: Sniper support.
Armament: One Sniperrifle, one SMG.
Health: Normal.
In the armory.
Medic.
Role: Medic.
Armament: One SMG, one Pistol with sight, Nine Medkits.
Health: Normal.
In the lookout.
Medic.
Role: Medic.
Armament: One SMG, one Pistol, one Battlerifle, Nine Medkits.
Health: Normal.
In the lookout.
Heavy weapons.
Role: Anti-tank support.
Armament: One Battlerifle, one super laser.
Health: Normal.
In the lookout.
Mechanic.
Role: Does whatever a Mechanic does.
Armament: One Shotgun, one SMG. 3 Grenades.
Health: Normal.
In the lookout.
Gunner.
Role: Heavy anti-infantry support.
Armament: One Portable Minigun, one Shotgun, one pistol, one Ballistic vest.
Health: Normal.
In the lookout, set up Minigun.
Standard.
Role: Blah.
Armament: One Battlerifle, one SMG.
Health: Normal.
In the lookout.
Sniper.
Role: Sniper support.
Armament: One Sniperrifle, one SMG.
Health: Normal.
In the armory.
Areas:
Lookout. The main feature of the bunker, a horizontal open space allows you to see directly to the Spaceport. Connected to entrance, armory, living quarters and the fuel depot. It has a FREAKING ANTI-SHIP WEAPON!
Fuel Depot. It has fuel, get the hell out of it, it's not safe.
Living quarters. You haven't explored it yet.
Armory. Weapons, roll on searching. One Super laser is hiding in this room somewhere.
Entrance. A small room with slots from the Lookout for defense. The only way out of the bunker.